Quote: Original post by Gamer11
This is a scetch of one of the enemies
Hey! :( That looks almost exactly like the concept for Dildoman in my game :(
Quote: Original post by Gamer11
This is a scetch of one of the enemies
Quote: Original post by SarumanQuote: Original post by Gamer11
This is a scetch of one of the enemies
Hey! :( That looks almost exactly like the concept for Dildoman in my game :(
Quote: Original post by Thanatos M5
You must remember that all madmen do not consider themselves to be madmen, and that all madmen in power are drastically outnumbered by the neurotypical population. So, that said, I would expect the people to initiate an uprising against Emperor Trigon; with their reputation spurning Palladin aggression (not to mention the lack of a Palladin breadbasket territory), a twofold war, against the people and the Palladin armies, would probably bring the Empire under Trigon down faster than you could count to three.
In other words, don't create a black-and-white good vs. evil story. Convey the mentality that the Cozoms really don't want to destroy the Palladins, but their mad leader has driven them into a disastrous war. As for the Palladins, they justify their Cozom-like imperialism with the message of promoting freedom and justice, but who is the villain and who is the hero?
Quote: Original post by Thanatos M5
Again, I don't intend to be blunt, but your writing technique isn't that great. First of all, I'd try working on vocabulary and grammar - they're what make a story readable and entertaining for the target audience. Second of all, spelling counts. The part of your original post where you described the situation on Earth as 'dyer' rather than 'dire' sent my feelings about the original story into a nosedive, for example.
Third, this is NOT a design document - leave your 'laser swords' (impossible by definition), 'futuristic-looking knight suits' (what the hell is a knight suit, anyway?), and 'arm attachments' (gaming cliche at this point) out of a story post. Once the story is done and you assemble a team, they will ASK you for design documents. Before then, features and weapons are completely irrelevant.